ProcPrepareItems
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@ -684,6 +684,11 @@ void Player::HumanInteraction(Human* hum)
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}
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}
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void Player::ProcPrepareItems(const ::google::protobuf::RepeatedField< ::google::protobuf::int32 >& prepare_items)
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{
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}
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void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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void Player::_CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg)
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{
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{
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bool has_move_dir = msg.has_move_dir();
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bool has_move_dir = msg.has_move_dir();
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@ -79,6 +79,7 @@ class Player : public Human
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void ObstacleInteraction(Obstacle* entity);
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void ObstacleInteraction(Obstacle* entity);
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void LootInteraction(Loot* entity);
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void LootInteraction(Loot* entity);
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void HumanInteraction(Human* hum);
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void HumanInteraction(Human* hum);
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void ProcPrepareItems(const ::google::protobuf::RepeatedField< ::google::protobuf::int32 >& prepare_items);
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void _CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg);
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void _CMMove(f8::MsgHdr& hdr, const cs::CMMove& msg);
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void _CMEmote(f8::MsgHdr& hdr, const cs::CMEmote& msg);
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void _CMEmote(f8::MsgHdr& hdr, const cs::CMEmote& msg);
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@ -65,6 +65,7 @@ Player* PlayerMgr::CreatePlayerByCMJoin(long ip_saddr, int socket, const cs::CMJ
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hum->skin.skin_lv = std::max(1, hum->GetSkinConfigLv(hum->skin.skin_id));
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hum->skin.skin_lv = std::max(1, hum->GetSkinConfigLv(hum->skin.skin_id));
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}
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}
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#endif
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#endif
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hum->ProcPrepareItems(msg.prepare_items());
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socket_hash_[socket] = hum;
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socket_hash_[socket] = hum;
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return hum;
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return hum;
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}
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}
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@ -596,7 +596,7 @@ message CMJoin
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optional int32 basemelee = 14; //xx
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optional int32 basemelee = 14; //xx
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repeated MFWeapon weapons = 17; //武器列表
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repeated MFWeapon weapons = 17; //武器列表
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repeated MFSkin skins = 18; //皮肤列表 key: 皮肤id value:皮肤等级
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repeated MFSkin skins = 18; //皮肤列表 key: 皮肤id value:皮肤等级
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repeated int32 perpare_items = 19; //战斗前准备道具 战前准备护盾存到energy_shield
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repeated int32 prepare_items = 19; //战斗前准备道具 战前准备护盾存到energy_shield
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}
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}
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//移动
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//移动
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